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Posted
On 10/7/2023 at 12:25 AM, Rudel_chw said:

 

OK, but if the mission is of your making, you can relocate the aircraft to a better park place 🙂

 

 

The VPC Airfield Objects Mod has light towers, in soviet style, they look like this at Beslan:

 

lXWwCIk.jpg

 

 

Thanks, nice to see a mission being shared ... I'm not currently flying the Hog, but saved it just the same, to fly it on the future:

 

iCPjIsv.jpg

 

 

That's not how it works, if the user does not have the Mod then he can't load it on the Editor to delete the items himself ... maybe you could share two versions of the mission: one with all mods and one with only those that are essentials..

 

Hi Guys

For those who are not into MODS, I have uploaded my training mission again and taken out the MODS. The mission is a basic weapons training mission for the A-10C tank buster. You have the option of either a cold start A-10 or a hot start on the runway. Once you have destroyed the main convoy you will receive a message to contact JTAC for tasking. If you are not familiar with JTAC procedures, just look for the Willy Pete marker to find the additional targets. You will get shot at in the mission but you would have to get close and personal so it isn't one of those, 'fly for 15 minutes and then get blown out of the sky' kind of missions! It is a mission I put together to help me get better at the A-10C weapons.

Enjoy

Nial

 

A-10C - Destroy Convoy & JTAC.miz

  • Like 1
  • Thanks 1

Game setup - I9-13900K, 3000 MHz 24 Core 32 Logical Processors, NVIDIA RTX 4090, 42” ASUS 4K OLED monitor, TM HOTAS Warthog, TM TPR Rudder pedals, Bigscreen Beyond VR.

Posted
Am 27.9.2023 um 11:48 schrieb Nialfb:

I had this in one of my missions. I found that for the Red alarm state, the 'IS USER FLAG' condition had reset and was unchecked.

Sorry for the late reply. Actually just got around to testing it now.
unfortunately that wasn't the problem.

Posted
On 10/7/2023 at 1:19 PM, Rudel_chw said:

 

Hi,

Seems ED  altered this Editor behaviour over the last few updates, because I just tried to load your mission, knowing that I didn't had the needed User Mods active ... it still tells which Mods I need (couldn't they make the list a bit larger? 🙄 )

 

fkrala6.jpg

 

However, if I press OK, now the mission loads with no complains, but deleting every single modded object, something it previously wouldn't do:

 

dOGfBPM.jpg

 

Not sure if I like this new behaviour, as it is easy to miss important units.

Hi Rudel_chw. I just saw your post regarding the removal of missing modded equipment - I always had an idea that was how it works. If you built the mission, it is you already have the necessary mods so the only problem it might cause is if you have disabled a mod, forgotten about it and then gone back into the mission! EEK! At least it lists the mods that were used and it is easy to check integrity if you want to fly the mission. I wonder if you then turn the mods back on if the equipment magically reappears in the mission? BTW - I can't say I have experienced any issues using the mods I do use as I think all of them were listed in the ED mods search.

Regards

Nial

Game setup - I9-13900K, 3000 MHz 24 Core 32 Logical Processors, NVIDIA RTX 4090, 42” ASUS 4K OLED monitor, TM HOTAS Warthog, TM TPR Rudder pedals, Bigscreen Beyond VR.

Posted (edited)
19 minutes ago, Nialfb said:

Hi Rudel_chw. I just saw your post regarding the removal of missing modded equipment - I always had an idea that was how it works.

 

Hi Nial,

No, it didnt work like that ... previously the ME would refuse to load a mission if you didnt have the User Mods active, that's why there were threads asking "how to load the mission anyway", like this:

 

 

19 minutes ago, Nialfb said:

If you built the mission, it is you already have the necessary mods so the only problem it might cause is if you have disabled a mod, forgotten about it and then gone back into the mission!

 

Not necessarily, I have dozen of user mods on my collection, but I only enable those that I need for the missions I'm currently using and for that employ the OvGME Mod Manager. Enabling more user mods than needed impacts performance a bit and increases the likelyhood of a Mod conflict.

 

19 minutes ago, Nialfb said:

At least it lists the mods that were used and it is easy to check integrity if you want to fly the mission.

 

Actually not that easy .. on most missions many user objects are hidden from view, so it is very easy to not notice if they have been discarded by the ME ... currently it doesn't even display a warning ... pretty bad user interface if you ask me.

 

19 minutes ago, Nialfb said:

I wonder if you then turn the mods back on if the equipment magically reappears in the mission?

 

Sadly, the ME doesn't do magic ... if you let the ME discard your user objects  and then save it, they are lost ... unless you have a current backup somewhere.

 

👍

Edited by Rudel_chw
  • Like 1

 

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  • 3 weeks later...
Posted

Sadly more difficult than I thought, this platform is only available under the 'Airfield and Deck Equipment' option. It is not available as a 'Structures' option.

The Airfield and Deck Equipment option has no facility within the game to add liveries, (but Structures does).

To make this Livereis Mod work the Mod maker would have to agree to implement and add this to the Structures data list, and that is his choice so to do, not mine to make.  

There is no way forward until that happens, if it happens.  Creating additional Liveries would be very simple to do I have already done a couple and they work fine but I had to butcher the Mod to make it work. Again not something I am going to release, other guys Mods are hallowed ground and 'there be dragons' !! 

Sorry.

Posted (edited)

@crazyeddie

Why not call it a FARP?

Use the FARP code set up. Add the model and collision used.

Add the livery declare line of code.

This will make it appear as a farp, which can be spawned upon.

Ground start. Directly on top of the FARP.

local function add_structure(f)
    if(f) then
        f.shape_table_data =
        {
            {
                file          = f.ShapeName,
                life        = f.Life,
                username    = f.Name,
                desrt       = f.ShapeNameDestr or "self",
                classname     = f.classname   or "lLandVehicle",
                -- positioning = f.positioning or "BY_XZ"    --available: {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"}
                -- positioning = "ADD_HEIGTH"
                positioning = "BYNORMAL"
            }
        }
        if f.ShapeNameDestr then
            f.shape_table_data[#f.shape_table_data + 1] =
            {
                name  = f.ShapeName,
                file  = f.ShapeNameDestr,    
            }
        end
        
        
        f.mapclasskey = "P0091000022";
        f.attribute = {wsType_Static, wsType_Standing} -- if 'attribute' == nil then insertion will be aborted
        
        add_surface_unit(f)
        GT = nil;
    else
        error("Can't add structure")
    end;
end


add_structure({
Name          =  "farp",
DisplayName  = _("*FARP"),
ShapeName     =   "farp.EDM",
Life         =  2500,
Rate         =  100,
category     =  'Heliport',
SeaObject    =     true,
isPutToWater =  true,
positioning  =     "YES",
classname    =  "lHeliport",
-- classname    =  "lHeliport",
numParking   =  1,
})

 

Edited by Hawkeye60
  • Like 1

"Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."

Posted

Simply adding a Liveries option was a much simpler solution, but I failed to notice it was an Airfield and Deck Equipment data line until I had done a couple of Liveries and realised there is no liveries option available there. 

I have changed my Mod to do that but its up to the maker to sanction the changes to his mod for others to use - I'm not diving into that bearpit again, I still bear the clawmarks from last time - sorry.  😵‍💫

 

Posted (edited)

Hi Massun,

Not that it's a problem, but the entry file of the updated 2.2 assets still reads v 2.1

 

Kind regards,

RWC

 

Edited by RWC
Posted
12 hours ago, Hawkeye60 said:

@crazyeddie

Why not call it a FARP?

Use the FARP code set up. Add the model and collision used.

Add the livery declare line of code.

This will make it appear as a farp, which can be spawned upon.

Ground start. Directly on top of the FARP.

local function add_structure(f)
    if(f) then
        f.shape_table_data =
        {
            {
                file          = f.ShapeName,
                life        = f.Life,
                username    = f.Name,
                desrt       = f.ShapeNameDestr or "self",
                classname     = f.classname   or "lLandVehicle",
                -- positioning = f.positioning or "BY_XZ"    --available: {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"}
                -- positioning = "ADD_HEIGTH"
                positioning = "BYNORMAL"
            }
        }
        if f.ShapeNameDestr then
            f.shape_table_data[#f.shape_table_data + 1] =
            {
                name  = f.ShapeName,
                file  = f.ShapeNameDestr,    
            }
        end
        
        
        f.mapclasskey = "P0091000022";
        f.attribute = {wsType_Static, wsType_Standing} -- if 'attribute' == nil then insertion will be aborted
        
        add_surface_unit(f)
        GT = nil;
    else
        error("Can't add structure")
    end;
end


add_structure({
Name          =  "farp",
DisplayName  = _("*FARP"),
ShapeName     =   "farp.EDM",
Life         =  2500,
Rate         =  100,
category     =  'Heliport',
SeaObject    =     true,
isPutToWater =  true,
positioning  =     "YES",
classname    =  "lHeliport",
-- classname    =  "lHeliport",
numParking   =  1,
})

 

 

I really like the sound of that. I had not considered that way of doing it.  A question. If you create it as a Farp you say you can spawn on it, does that mean you can spawn 1 x Helo or is there some way to add additional spawn points, say three of four spawn points and how do you tell the code where they are.  This is a huge slab of concrete so one spawn point would get very lonely  😋

  • Like 1
Posted

Look closely at the lua I posted.

There is a line for number of aircraft.

Also, you would do well to follow SuntSags lead.

Use his FARP mod as a donor.

Or, look at Wags Apache loft mod I created.

It is a working version.

The collision file is key for spawning.

Here,

 

  • Like 3

"Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."

Posted

Come to think of it,

I bet

@currenthill could whip one of these out in a jiff!

With a bit more code,

you could warehouse it for weapon resupply.

Even add protection.

AA, big guns, etc.

A FARP Diorama as it were.

  • Like 1

"Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."

Posted

Notice also the line

Ocean FARP?

This is for the oil rig platforms,

But, you are not stuck with only those!

SeaObject    =     true,
  • Like 1

"Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."

Posted

Creating Farps, Parking bays and anything else you would like to have using the basic texture is the easy bit, I have already created a whole load of them, patches of dirt, tarmac, concrete, small squares, large squares - there is no limit to what you could do.  The main issue is as I have explained above, lack of a drop down for Liveries in this Mod as it is now 

However, by making a simple change to the data.lua you can change this to a 'structure', which you can place like all structures, on flat ground of course, which isnt easy for a base this size but it can be done. Massuns edm is really well made for this purpose. 

There is another small issue with 'structures' - the Massun default texture for this is the helo deck, and that is what you will see when you place it on the ground in the ME. Not easy to place objects on top of that because what you are looking at is the helo deck, not a parking bay or a concrete patch.  So, to overcome that I replaced that texture in the main textures folder with this template, and what you see now is in the first image. Placing helos, Hexo's etc, is easier with this template. When your done placing stuff on it select the Livery you want from the drop down and thats what will appear in game, your Livery of choice, not the template.

The Massun LHD-LHA deck isnt lost, I just added that as another Livery in the drop down which you can select and it will work as normal. 

The template is easy to follow, the outside white lines are the limit of the visible area of the deck when its in the game, so you can keep stuff on the deck where you would want it to be, the colour lines point you towards either a large medium or small parking area Liveries which are in the drop downs, but you could do anything you want with it.  

On some of the Liveries I have added a couple of very small white lines at either end of the texture file which you can line up with the runway edges.  In game this template is actually upside down, I have just turned it around for convenience here.

Anyway, this is my first bash at this ... I have some other ideas and uses for this texture file.  

LHA-LHD.png

 

Screen-231117-125333.png

  • Like 6
Posted

This is looking outstanding!

A Super FARP!

Be sure to sign your name in the cement!

😆

"Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."

Posted (edited)

How the Template looks in the Mission Editor - tacked on to the side of an in game parking area.

 

Screen-231119-150625.png

 

How that looks in the game - still using the Template for comparisons.

 

Screen-231118-111214.png

 

 

Some of the possible option in the Liveries - I have not shown the original LHD - LHA Livery but it is in there beside the others, so nothing is lost. 

 

Screen-231119-150527.png

 

Screen-231119-150516.png

 

Screen-231119-152408.png

 

If Massun are happy for me to release this as a small change to their Mod I will do it.   There are 18 different Livery options to play with. 

Edited by crazyeddie
  • Like 4
  • Thanks 2
Posted

I sure hope he is open to this add on to his mod.

I do not see why not.

You did not steal anything.

Only modded the mod!

It looks fantastic!

Great work Mate!

Have a Pint on me!

  • Like 3

"Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."

Posted (edited)

When installing in DCS Server,I tried for a long time .......

you need to create "Saved Games\DCS.openbeta_server\CoreMods\tech"

instead of "Mods\tech" Otherwise, the module will not be visible in the DCS Server.

 

Edited by Goetsch
  • Like 2
  • Thanks 1
Posted
En 28/5/2023 a las 19:02, Rudel_chw dijo:

 

Funcionan en mi DCS, la última Beta Abierta, Mapa de Siria, esto sin el Mod:

 

kqdWSaO.jpg

 

y esta es la misma escena pero con dos fuentes de luz agregadas, una en el frente del hangar y otra dentro del mismo:

 

qhlWNfD.jpg

 

 

Los configuré así:

 

6weKkoS.jpg

 

Gran Mod, por cierto, si lo usas, haz una donación para apoyar al autor.  🙂

 

 

Why don't the lights appear, the same thing happens to me, I don't see them in the editor

  • 2 weeks later...
Posted
On 11/19/2023 at 4:19 PM, crazyeddie said:

How the Template looks in the Mission Editor - tacked on to the side of an in game parking area.

 

Screen-231119-150625.png

 

How that looks in the game - still using the Template for comparisons.

 

Screen-231118-111214.png

 

 

Some of the possible option in the Liveries - I have not shown the original LHD - LHA Livery but it is in there beside the others, so nothing is lost. 

 

Screen-231119-150527.png

 

Screen-231119-150516.png

 

Screen-231119-152408.png

 

If Massun are happy for me to release this as a small change to their Mod I will do it.   There are 18 different Livery options to play with. 

 

Lovely! Is it relased?

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